Engadget RSS Feedhttps://www.engadget.com/tag/develop/rss.xml
https://www.blogsmithmedia.com/www.engadget.com/media/feedlogo.gif?cachebust=trueEngadget RSS Feedhttps://www.engadget.com/tag/develop/rss.xml
en-usEngadget is a web magazine with obsessive daily coverage of everything new in gadgets and consumer electronicsCopyright 2016 AOL Inc. The contents of this feed are available for non-commercial use only.https://massively.joystiq.com/2014/07/14/braben-we-would-be-stupid-not-to-look-at-elite-on-consoles/https://massively.joystiq.com/2014/07/14/braben-we-would-be-stupid-not-to-look-at-elite-on-consoles/https://massively.joystiq.com/2014/07/14/braben-we-would-be-stupid-not-to-look-at-elite-on-consoles/#comments

"I don't want to do something that constitutes an announcement," studio boss David Braben said, "but we would be stupid not to support other platforms, including console."

Frontier has experience making both Sony and Microsoft first-party games, and Elite uses the same engine as Xbox One launch title Zoo Tycoon. A possible Elite console port will take a while, though, as Frontier is currently laser-focused on the PC release. "We will then do the game on Mac and during that time we will be looking at other platforms as well," Braben said.

CCP took home some hardware at last night's Develop 2012 awards ceremony. The indie outfit responsible for EVE Online and DUST 514 was recognized as the best independent studio in the biz.

CCP CEO Hilmar Petursson accepted the award on behalf of the company and thanked Develop and his industry peers in the process. He also hinted at CCP's full plate, which includes the launch of DUST on the PlayStation 3, the 10th anniversary of EVE, and a World of Darkness event scheduled for September in Atlanta.

In a move that's likely to grab the attention of more than a few Android developers, Amazon has announced that its arbitrary $20 limit for in-app purchases via the Appstore is no more. The company announced this change in an email to developers, which follows a tweak to the Appstore's parental controls. In-app purchasing is rather new territory for the Amazon crew, which first unveiled the necessary APIs just last week. There's no word on what new monetary limit is now in place, but make sure to watch your spending, kids -- some of these apps are incredibly habit-forming.

Amazon's Appstore has offered a typical application acquisition experience, save for one important detail: in-app purchasing. Beginning today, devs can now take advantage of the familiar revenue booster already available in the iOS App Store and Google Play, through the use of the Amazon Appstore In-App Purchasing API. The service will enable Android device and Kindle Fire users to pick up expansion packs, virtual gaming currency or manage subscriptions from within individual applications, with the same one-click purchase experience available in Amazon's online store. A handful of top devs like Disney and Conde Nast have already hopped on board, but those of you who haven't received an early nod from AMZN can now join in on the fun as well. Click past the break for a brief video intro from the e-tailer, along with a handful of testimonials in the full press release.
]]>
amazonamazon appstoreamazonappstoreandroidapiappapplicationapplicationsappsappstorebillingdevelopdeveloperdevelopersfeefeesfirein-appin-app purchasesin-app purchasingin-apppurchasesin-apppurchasingkindlekindle firekindlefirepurchasesoftwarestorestoressubscriptionsubscriptionsvideoTue, 10 Apr 2012 09:50:00 -040021|20212207https://www.engadget.com/2012/02/28/samsung-galaxy-note-s-pen-sdk-2-0/https://www.engadget.com/2012/02/28/samsung-galaxy-note-s-pen-sdk-2-0/https://www.engadget.com/2012/02/28/samsung-galaxy-note-s-pen-sdk-2-0/#comments

Following Samsung's launch of the it's-definitely-a-tablet 10.1 Note, it's become even more clear that the company's stylus S Pen is here to stay, in a very big way. Now, it's time for third-party developers to get sketchy with version 2.0 of the S Pen SDK. The biggest feature boost is the ability to animate drawings to pair with recorded voice, while other additions include SAMM Library access, improved rendering and the ability to revert after accidentally clearing all. Ready to start jotting? Hit up our source link below and get your download on.
]]>
androidappsartdevdevelopdeveloperdrawinggalaxygalaxy notegalaxynotegingerbreadice cream sandwichicecreamsandwichinputminipostmobilemobilepostcrossnotenote sdknotesdks pens pen sdks-pensamsungsamsung galaxy notesamsung notesamsung sdksamsunggalaxynotesamsungnotesamsungsdksdksoftwarespenspensdkstylusTue, 28 Feb 2012 13:54:00 -050021|20181491https://www.tuaw.com/2011/09/17/square-bringing-chrono-trigger-others-to-ios-and-android/https://www.tuaw.com/2011/09/17/square-bringing-chrono-trigger-others-to-ios-and-android/https://www.tuaw.com/2011/09/17/square-bringing-chrono-trigger-others-to-ios-and-android/#comments

The Tokyo Game Show is currently going on in Japan, and here's some news from there that us old school gamers will appreciate: Square Enix is planning on bringing my absolute favorite console RPG ever, Chrono Trigger, over to iOS. Unfortunately, there's not a lot of information on when it'll be out or what's changed from the original (there was a DS version released a few years ago), but I'll wait -- Chrono Trigger is good enough to play through yet again no matter what's different.

There are a few other titles also coming to the iPhone and iPad -- Final Fantasy Legends is on its way over, as is Dragon Quest Monsters. It's unclear exactly what Legends is -- it appears to be a new entry in the mobile realm for the Final Fantasy franchise, and nothing to do with the great old GameBoy game Final Fantasy Legend. Dragon Quest Monsters is of course the spin-off series from Enix's Dragon Quest series, so it'll be nice to have that on Apple's platform as well.

And there's even more -- a card battle game called Diffusion Million Arthur (your guess is as good as ours on that one), a board game called Itadaki Street, and even a card battling game in conjuction with Epic Games (!) called Demon's Source are all due out at some point. Hopefully all of those will eventually land on the iOS store here in North America. That Epic/Square Enix collab especially sounds really interesting.

Jeremy Gaffney knows MMOs, having spent a great portion of his life working at Turbine and NCsoft, so when he speaks about building successful games, he's not just spitballing -- he's got experience in his back pocket and forward-thinking in the palm of his hand. Speaking with Develop, Gaffney gave clear, practical advice about how MMO studios can pull ahead and succeed in this cutthroat market.

Like many gamers, Gaffney is concerned with the growing aversion to risk-taking that studios exhibit as MMO gaming's gone more mainstream. "I worry, for example, that mass market equals mass budget equals risk aversion equals conservative design. The great thing about the early MMOs – games like Asheron's Call, Ultima Online, EverQuest and Lineage – was the fact they experimented; they weren't afraid to take different directions," he says.

Even so, Gaffney is excited for the possibilities in the industry, simply because there are so many of them. Whether studios choose to develop for the mainstream or niche, console or mobile markets, using free-to-play or subscription business models, he sees avenues for success in all of them: "The common denominator will always be the gamer. And with gamers comes diversity, especially now."

Gaffney's Carbine Studios is hard at work on an as-of-yet unnamed MMO which will be revealed at Gamescom later this month.
]]>
asherons-callcarbinecarbine-studiosdevelopeverquestgamescomhit-mmoindustryinterviewinterviewsjeremy-gaffneylineagemiscellaneousmmo industrymmo-industryncsoftturbineultima-onlineWed, 03 Aug 2011 12:00:00 -0400319|20008187https://www.tuaw.com/2011/05/06/rovio-up-for-three-develop-awards/https://www.tuaw.com/2011/05/06/rovio-up-for-three-develop-awards/https://www.tuaw.com/2011/05/06/rovio-up-for-three-develop-awards/#comments

Rovio, maker of Angry Birds, has been nominated for three different awards at this year's Develop Awards, honoring some of the best names in video game and interactive software development. The Finnish company has been nominated for Best Use of a License or IP (presumably for the Angry Birds Rio spinoff), Best Indie Studio, and Best Handheld Studio for its work on the mobile platforms.

There are a few other interesting names on the list (including NaturalMotion, who've made a few iOS games themselves, in addition to their physics engines, and Andreas Illiger, maker of the great Tiny Wings), though things seem to be aimed more towards the European continent than anywhere else.

Still, it'll be interesting to see who gets honored. The awards are to be given away in Brighton, England on July 20th of this year. We'll be sure to ask former TUAWer and Brighton native Nik Fletcher to sneak into the ceremony.

When Bizarre Creations got gobbled up, its properties were scattered like so many crumbs across Activision's comically large bib. The Clubrolled onto Sega's plate, Activision's tongue snatched up Geometry Wars and a nugget called Project Gotham Racing was left in front of Microsoft. Now, Develop reports that the first-party publisher is hunting for the perfect developer to turn that crumb into a new repast.

Develop's source says that Microsoft is in talks with several European devs to take the license, seeming to indicate that Turn 10 (Forza) would not take the wheel, as has been previously rumored. When we spoke with Microsoft Game Studios boss Phil Spencer in September, he told Joystiq, "We don't have a developer for PGR," lending some credence to the story. Lending further credence: his affection for the series. "I love PGR," he told us.

"We were talking about it just a couple months ago," Spencer continued. "We don't have any plans for it right now but I do know that most of our team that worked on PGR are still in the studio. So, at some point, I can still see us doing something with it if we find the right opportunity and the right team. We could make something happen." So, it's a hunt for developers then! If we were Microsoft, we'd work something out with Disney to bring on Brighton-based Black Rock Studio (Split/Second) to handle it, but you'd be shocked how rarely we're consulted on these things.
]]>
developmicrosoftpgr-5project-gotham-racingproject-gotham-racing-5xboxTue, 02 Nov 2010 19:40:00 -040011|19698029https://www.engadget.com/2010/07/23/microsoft-wants-employees-to-code-windows-phone-7-apps-in-their/https://www.engadget.com/2010/07/23/microsoft-wants-employees-to-code-windows-phone-7-apps-in-their/https://www.engadget.com/2010/07/23/microsoft-wants-employees-to-code-windows-phone-7-apps-in-their/#comments

You had to know those freebie WP7 devices for Microsoft employees would come with a few strings attached. We imagined the Redmond brain trust was aiming for some word-of-mouth popularization along with a boost in team morale and proactivity, but as it turns out, things are a little more codified than that. TechFlash has what it claims to be the internal memo announcing the free Windows Phone 7 handsets -- from mobile chief Andy Lees, who hasn't been having the best of times lately -- which sets out Redmond's expectation that employees should "evangelize" the product at every opportunity, while also setting aside some spare time before launch to develop apps (but, you know, only if they really want to). The idea, clearly, is to harness Microsoft's massive talent pool to try and get a headstart on populating the Marketplace with compelling content; we're just not too sure the "spare time" bit is going to go over quite as well as the "free smartphone" part. Either way, you'll find the full email from Andy at the source.

[Thanks, Mint]
]]>
andy leesandyleesapplicationsappsdevelopdevelopersdevelopmentemployeesfree timefreetimemarketplacemicrosoftspare timesparetimewindows phonewindows phone 7windows phone marketplacewindowsphonewindowsphone7windowsphonemarketplacewp7Fri, 23 Jul 2010 03:39:00 -040021|19565630https://www.tuaw.com/2010/07/13/unity-ceo-disses-jobs-on-gaming/https://www.tuaw.com/2010/07/13/unity-ceo-disses-jobs-on-gaming/https://www.tuaw.com/2010/07/13/unity-ceo-disses-jobs-on-gaming/#commentsUnity CEO David Helgason gave a talk at the Develop conference, going on this week in Brighton, England, and had some harsh words for Steve Jobs on supporting iPhone gaming. Jobs previously said that using "middleware" like Unity to develop iPhone games "produces sub-standard apps," but Helgason fires back that Jobs "doesn't understand the economics of game development fundamentally." Most developers, Helgason seems to be saying, can't be jack-of-all-trades with their code -- they need libraries like Unity to do some of the lifting, especially on smaller-scale platforms like the App Store.

If there's a theme among everything developers are saying, it's probably that they're finding flexibility a must on the App Store -- while an app may be developed with one feature or pay model in mind, things often have to change quickly during development or even after the app goes live. Lots of interesting things to read in there if you're interested in iPhone game development.
]]>
conferencedevelopdevelop-2010developergamesgaminggodfingeriphonerolandosimon-oliverspeechessteve-jobsunityTue, 13 Jul 2010 20:00:00 -040016|19552558https://www.joystiq.com/2010/05/11/nintendo-once-again-tops-the-develop-100/https://www.joystiq.com/2010/05/11/nintendo-once-again-tops-the-develop-100/https://www.joystiq.com/2010/05/11/nintendo-once-again-tops-the-develop-100/#comments

The US claims both the most studios on the list (40 percent) as well as the most profit earned (£484.78 million). And, in general, profits are up from previous years -- Nintendo itself is making about £70 million more than it did the last time it was in first place. Remember, these are all UK totals, but Develop has worked hard to make a fairly representative list of worldwide developers.
]]>
blizzarddevelopdevelop-100developersinfinty-wardnintendoprofitsrankingukyukesTue, 11 May 2010 21:30:00 -040011|19473666https://www.joystiq.com/2010/04/17/crytek-boss-free-game-demos-prohibitively-expensive/https://www.joystiq.com/2010/04/17/crytek-boss-free-game-demos-prohibitively-expensive/https://www.joystiq.com/2010/04/17/crytek-boss-free-game-demos-prohibitively-expensive/#comments

Crytek co-founder Cevat Yerli tells Develop that you might be paying money just for the privilege of trying Crysis 2 before it comes out. Yerli calls free game demos an antiquated "luxury" that have become "prohibitively expensive" to produce. The result: many studios will either stop releasing them or try to charge for an early test of the game. EA has already brought this idea up as "pre-launch DLC," and Yerli says that what EA is "really trying to do is get investment back but while being as fair to the gamer as much as it can." He continues, "Ultimately, it will be a better deal for the gamer."

Yerli says his company hasn't yet decided whether there will be a demo for Crysis 2 or not, though he thankfully admits that a paid demo should be "something more than a small demo released for free." Takeaway is the same, regardless: because of the development cost of building a giveaway level or two before launch, Yerli says the days of free demos are numbered.

Given the current economic climate, most of us go to bed praying we'll have a job in the morning. However, what's a job when you can't live off the wage? Develop's salary survey found that nearly 36 percent of developers aren't satisfied that their income covers their cost of living.

Of course, given the immense variety of jobs, locations and lifestyles that people can have, grasping exactly what that statistic represents isn't easy. For example, a Junior QA, scraping by on an average $23,000 annual salary, is likely having a fairly rough time no matter where they live. However, a studio head, making an average of $106,000, could also be struggling -- with a coke, hooker and ego habit. It's all relative.

Over 400 industry members from around the world participated in the survey. If you're a member of the industry or want to be, check out the average salaries.

We're going way out on a limb here and guessing that Creative's X-Fi 2 doesn't exactly have an insane amount of the PMP market share, but for those obsessed with its boyish good looks and world-beating user interface, we've got some thrilling news to share. The company has just made public its ADK (Application Development Kit), a Lua-based system where devs are able to "code their own interesting applications and customize the ZEN X-Fi 2." You're also able to "create and debug games and applications right from one's Windows PC," so any Mac loyalists in the house will have to fire up Boot Camp (or similar) in order to dive in. Hit the source to get your download on, and be sure to drop us a line when your riveting new title is ready for public consumption.

[Thanks, Gavin]
]]>
adkcreativecreative x-fi 2creativex-fi2developdevelopersdevelopmentdevelopment kitdevelopmentkitgamesluapmpsdksoftwarex-fix-fi 2x-fi2zenWed, 10 Feb 2010 20:34:00 -050021|19352870https://www.joystiq.com/2010/02/01/report-half-of-studio-liverpool-staff-laid-off/https://www.joystiq.com/2010/02/01/report-half-of-studio-liverpool-staff-laid-off/https://www.joystiq.com/2010/02/01/report-half-of-studio-liverpool-staff-laid-off/#commentsAccording to a report from Develop citing inside sources, Sony has terminated half of all employees at Studio Liverpool -- the team behind the WipEout franchise. In January 2009, Sony merged Studio Liverpool (formerly Psygnosis) with Evolution Studios and last week announced plans to restructure the new team. In its report of the restructuring, GamesIndustry.biz noted redundancies "may be necessary;" however, Sony has yet to confirm how many positions were affected by the decision.

Within the comments of GI's original article, a user registered as SCEE programmer Paul Ripley wrote "I would estimate about at least 50% of Studio Liverpool has [just] been culled (myself included). Hard to work out exact numbers at the moment." Develop's inside source relayed similar information, noting Sony's layoff plans for the studio were "looking heavy."

Joystiq has reached out to Sony for comment, but has yet to hear back as of this publishing. If you work/worked for Studio Liverpool and would like to speak to us on or off the record, we're all ears.
]]>
developgamesindustry.bizlayoffsrumorsceesonysony-computer-entertainment-europestudio-liverpoolwipeoutwipeout-hdwipeout-pulseMon, 01 Feb 2010 13:24:00 -050011|19337489https://www.joystiq.com/2010/01/14/develop-devs-divided-on-natal-potential/https://www.joystiq.com/2010/01/14/develop-devs-divided-on-natal-potential/https://www.joystiq.com/2010/01/14/develop-devs-divided-on-natal-potential/#comments

We became considerably more concerned about Project Natal's future when we learned it would be pulling its processing power from the 360 and it would seem that the development community is similarly conflicted. In a feature by Develop, probably the most important party in the peripheral's success, the developers, weighed in on the device with a mixed bag of concern and enthusiasm.

Though there was a good amount of positivity and skepticism, the overwhelming sentiment is in line with Weaseltron director Adrian Hirst's wait-and-see attitude: "Microsoft need to start showing some real killer games/applications for Natal before people really start getting interested in it as a platform."

Before Microsoft revealed that Ruffian Games would be developing the upcoming Crackdown sequel, the original game's developer, Realtime Worlds, expressed some skepticism towards the idea. "I very much doubt that Microsoft would harm an otherwise fruitful existing development relationship by gambling on funding Crackdown 2 with a startup on RTW's doorstep, for obvious reasons," RTW's Colin MacDonald said last year. Things weren't so cut and dry for self-accused Crackdown fanboy (and Microsoft exec) Phil Spencer, who recently told Develop, "When Billy Thomson, the lead designer of the game [Crackdown 1], left Realtime Worlds, there was an opportunity."

Apparently, it would seem Mr. Spencer believes Realtime Worlds is simply too busy developing APB to give a Crackdown sequel the attention it deserves. "I wanted to make sure that anything we work on is correctly nurtured ... we had to find the right team who really understood what game it is – and that was Billy [Thompson] and the team at Ruffian." Crackdown 2 will be the first game developed by Ruffian Games since the studio's inception late last year.
]]>
actionapbbilly-thompsoncolin-macdonaldcrackdowncrackdown-2developmicrosoftphil-spencerrealtime-worldsriot-act-2ruffianruffian-gamessandboxxbox-360Mon, 07 Sep 2009 13:00:00 -040011|19153214https://www.joystiq.com/2009/07/28/dave-perry-explains-gaikais-bizarre-genesis/https://www.joystiq.com/2009/07/28/dave-perry-explains-gaikais-bizarre-genesis/https://www.joystiq.com/2009/07/28/dave-perry-explains-gaikais-bizarre-genesis/#comments

Dave Perry's idea of a streaming game service has been a long time in the making, though the fruition of that idea, Gaikai, is less than a year into actual development. According to his latest piece for Develop, the idea for an online service with high-end game (and application) streaming has been germinating for some time in his head, starting with Airline Pilots -- an arcade flight simulator from Sega. "A friend of mine told me that we needed to buy that game, so we paid for it between us, and I stored the game in my garage," Perry explains. He found himself playing the game for hours, wondering if it would be possible to "play a real flight simulator" without having to shell out "thousands upon thousands" for it.

Years later, he found himself evangelizing his theories at Leipzig 2008, where he was approached by two gentlemen (Andrew Gault and Rui Pereira) working on the very technology he spoke about. From that partnership, Gaikai was born. Perry says what separates his company's product from OnLive's is that "it's a service" and as such there is no dictating where it can go -- OnLive is technology dependent. Though we've gotten a video tour of the service and plenty of talk from Mr. Perry about Gaikai so far, we've yet to get our hands on the service, and as such will remain (understandably) skeptical until we see more.
]]>
businessdave-perrydevelopflight-simulationgaikaileipzig-2008onliveTue, 28 Jul 2009 20:30:00 -040011|19111933https://massively.joystiq.com/2009/07/22/dave-jones-all-points-bulletin-shelf-life-5-to-10-years/https://massively.joystiq.com/2009/07/22/dave-jones-all-points-bulletin-shelf-life-5-to-10-years/https://massively.joystiq.com/2009/07/22/dave-jones-all-points-bulletin-shelf-life-5-to-10-years/#commentsThe crime-focused title All Points Bulletin is one of the upcoming games we've taken a fairly keen interest in here at Massively. While we're still hoping for more gameplay footage in the video podcasts that APB developer Realtime Worlds has been releasing since E3 2009, but there's been a fair amount of general info revealed about the game in recent interviews.

Although APB's design is a departure from some of the game mechanics found in massively multiplayer online games, Realtime Worlds is banking that their urban crime title will have the longevity of a solid MMO. Dave Jones, Creative Director on All Points Bulletin, says they could be looking at five to ten years of life in the game.
]]>
all points bulletinall-points-bulletinapbcounter-strikecreative-directorcrimedave-jonesdevelopinterviewsmmo-industrynew titlesnew-titlesrealtime-worldsurban-crimevalvevideogamer.comWed, 22 Jul 2009 20:00:00 -0400319|19106526https://www.engadget.com/2009/07/18/sonys-playstation-eye-to-gain-facial-recognition-capabilities/https://www.engadget.com/2009/07/18/sonys-playstation-eye-to-gain-facial-recognition-capabilities/https://www.engadget.com/2009/07/18/sonys-playstation-eye-to-gain-facial-recognition-capabilities/#comments

It was almost two weeks ago that we first heard about the patent for Sony's PlayStation Eye-powered object motion detection, and now the company's announcing facial recognition for the console. According to Gamasutra, Kish Hirani, SCEE's Head of Developer Services, said that the facial recognition software would "detect gender and even the age of the face, separate facial features such as the nose, eyes and ears, and even detect whether you're smiling or not." This new gear will also work with the Sony Motion Controller, with the camera tracking X, Y and Z motion by using the glowing ball. Speaking at the Develop Conference in Brighton, Hirani stressed that companies won't need to develop their own tech to work with the new controllers. "If you are working with the PlayStation Eye and think there is some new tech you're going to have to develop for the motion controllers, just get in touch with us. We have a wealth of libraries available, and the chances are you won't have to develop any technology yourself." You hear that, guys? get to work!

Other big winners included Rockstar (both Leeds and North took home one award each) and Phil Harrison, who was bestowed the Development Legend Award, and finally given the Shinest Head in Europe Award. A full list of the winners is listed after the break.
]]>
developdevelop-awardslittlebigplanetmedia-moleculephil-harrisonWed, 15 Jul 2009 22:30:00 -040011|19099336https://www.joystiq.com/2009/07/15/dave-perry-talks-gaikai-gamestop-already-hate-me/https://www.joystiq.com/2009/07/15/dave-perry-talks-gaikai-gamestop-already-hate-me/https://www.joystiq.com/2009/07/15/dave-perry-talks-gaikai-gamestop-already-hate-me/#comments

Speaking at the Develop conference currently taking place in the UK, Gaikai's Dave Perry told Edge that the folks at video game retailer GameStop "already hate" him. "I've made so much money from their store [GameStop], so I can't be mean to them about that," he apologetically added, though he said he believes the industry is being pushed to digital distribution by GameStop's used game business model.

"I can be mean about their [GameStop's] used game policy, because they're pushing the industry to digital distribution perhaps faster than it would have gone," he responded, when asked how retail is reacting to his dark magic-powered Gaikai service. He doesn't necessarily see brick-and-mortar retail as his company's biggest hurdle though, saying, unsurprisingly, it's the smoke money. "We need to find a strategic partner who will add value ... somebody that wants to invest and can actually add something ... we want to find somebody who will really move the needle." Wait a minute -- Gaikai involves needles? Forget it!
]]>
dave-perrydevelopdigital-distributionedgegaikaigamestopukWed, 15 Jul 2009 11:25:00 -040011|19098623https://www.joystiq.com/2009/07/14/psn-guarded-by-velvet-rope-relentless-dev-says/https://www.joystiq.com/2009/07/14/psn-guarded-by-velvet-rope-relentless-dev-says/https://www.joystiq.com/2009/07/14/psn-guarded-by-velvet-rope-relentless-dev-says/#comments

Creative director David Amor of Relentless Software (Buzz! and the newly announced Blue Toad Murder Files) didn't have a bad word to say about Sony or PSN during his and development director Andrew Eades' interview with GamesIndustry.biz. "We're really happy with our relationship with Sony. So when starting this self publishing project we wanted to see their blessing on it and we're glad they've been supportive. I wouldn't want to do something that jeopardizes a good thing," Amor said. As a result, the company has "no immediate plans" to start developing for other devices.

Having said that, however, Amor feels that the iPhone is a "very interesting platform," but lacks the level of quality control standards that PSN adheres to. "There's something of a velvet rope around PlayStation Network that I think keeps the quality level high." While we agree for the most part (there are exceptions), we're intrigued to see whether Sony can maintain this quality level while simultaneously expanding the PSN developer base -- particularly when it comes to PSP Go.

]]>
david-amordevelopdevelop-2009psnrelentlessrelentless-softwareTue, 14 Jul 2009 15:15:00 -040011|19097285https://massively.joystiq.com/2009/07/13/gaikais-david-perry-on-solving-latency-issues-with-streaming-ga/https://massively.joystiq.com/2009/07/13/gaikais-david-perry-on-solving-latency-issues-with-streaming-ga/https://massively.joystiq.com/2009/07/13/gaikais-david-perry-on-solving-latency-issues-with-streaming-ga/#commentsGaikai is a company we've taken note of in the past few months, one that aims to eliminate hardware barriers to gaming -- including MMOs like World of Warcraft and EVE Online -- by streaming games to your browser via their "Streaming Worlds" technology. Despite what Gaikai has said and demonstrated thus far, their technology -- which essentially turns games into an interactive video stream -- has been met with skepticism. This is not surprising. How they'll handle latency issues has been debated at length in our own comments at Massively and pretty much everywhere else online that Gaikai is mentioned.

A recent interview with Gaikai's David Perry sheds a little more light on how they aim to deliver on smooth game performance. Perry spoke with Develop writer Rob Crossley and says, "No one has ever tried to solve the issue in the way we are."
]]>
browserbusiness modelsbusiness-modelsdavid-perrydevelopeve-onlinegaikaiinterviewsmmo industrymmo-industryrob-crossleystreaming-worldsworld-of-warcraftMon, 13 Jul 2009 20:00:00 -0400319|19096726